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Dirt 3 realistic driving mod
By
Levan Davitadze, in Math and Physics
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Levan Davitadze 111
Inertia tensor is my first thought, but that should be a 3x3 matrix and if I understand correctly it's only three values for each variation of the car. Maybe it's modeled as a similar shape and the inertia tensor can be represented as a vector for a box or something along those lines.
http://en.wikipedia.org/wiki/List_of_moments_of_inertia maybe "Solid cuboid of height h, width w, and depth d, and mass m" this is what i need?
Hodgman 52019
In PhysX, it (or the setMassSpaceInertiaTensor function) assumes that your 3x3 Inertia tensor matrix looks like
x 0 0 0 y 0 0 0 z
So instead of accepting a full 3x3 matrix, it just accepts a float3, which is the diagonal x/y/z values above.
I don't think Dirt uses PhysX, but it's another possibility to investigate.
maybe "Solid cuboid of height h, width w, and depth d, and mass m" this is what i need?
Yes, that formula is valid if you're representing the car's mass distribution as a solid cuboid / rectangular prism, which is very common in physics engines.
The I_{w}/I_{h}/I_{d} values in that math are the x/y/z values above  the inertia value for each axis.
Edited by HodgmanLevan Davitadze 111
thank you guys for help. only thing is confusingwhen i wrote dimensions in centimeters and weight in kgresult is too high values like (h 23 920 651), (w 22 897 005) and (d 5 283 854), if i divide it 10 000, tham maybe i get values that is "real". i can only guess what formula codemasters are using.
now it's clear how it works: there must be meters instead of centimeters :) now i have correct (i hope so) values (H 2392) (W 2289) (D 528). it's somehow works and car feels more realistic now. now i want to write down tyre wheel and engine inertias. i think there must be another formula for cylindrical object.
Edited by levmans
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Inertia tensor is my first thought, but that should be a 3x3 matrix and if I understand correctly it's only three values for each variation of the car. Maybe it's modeled as a similar shape and the inertia tensor can be represented as a vector for a box or something along those lines.
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